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Bubberstation/code/modules/shuttle
Profakos 1c69ffa642 Refactors Navigational Beacons (#74575)
## About The Pull Request

This PR refactors navigational beacons. In detail, this PR does the
following:

**General Interactions**

- You can now print boards. They are unlocked at Basic Robotics
Research, and can be printed both at engineering and robotics.
- The constructed machine requires no stock parts. When constructed, the
floor tile pops up, so you can actually interact with the device from
the get go.
- Made interacting with it more standardized, you no longer have to
screwdriver it to access the interface, instead you just click on it.
- Screwdrivering is instead part of the regular screwdriver -> crowbar
deconstruct process. However, you have to unlock the maintenance hatch
through the UI first.
- You can now use wallets too, to unlock the control interface, using
the GetID() proc.
- Interacting with tools uses balloon alerts where its possible.

**UI Interactions**

- New tgUI interface!
- Previously, you could put in anything as codes, and there was no guide
in game about what codes and values were valid. This has been replaced
by buttons with pop up text boxes, checkboxes and dropdowns.
- You can also reset the code values to roundstart values, or to blanks,
if the beacon had none.
- InterfaceLockNoticeBox component allows the silicons to unlock the
controls

**Other backend changes**

- Autodocs vars and procs in the navigational beacon file.
- Added defines for the various nav beacon codes.
- The freq var on beacons and the beacon_frequency var on robots did
absolutely nothing, so I have removed them, along with the map varedits,
and the frequency define. Maybe in the future one can readd them, to
make bots that only patrol specific areas (though you can still do that
with good next patrol location tagging).
- Mulebots were using the navbeacon's direction itself to figure out the
direction they have to put down crates, instead of the direction tag.
Now the tag actually works, allowing me to remove a bunch of varedits. I
did keep the beacon's direction as a fallback, in case no direction tag
is set, which should be South always.
- I audited and touched up the directions tags that were not in line
with the previous beacon directions (which caused things such as the
mule trapping themselves behind the crate.
- Sadly, making it use the default screwdriver construction means it is
no longer transparent in maps editors 😔


![image](https://user-images.githubusercontent.com/2676196/230599815-5265033a-d85f-4645-a73c-60e3f2c7eee8.png)

## Why It's Good For The Game

Closes #38064 . More items being constructable is more fun, and its
better if you can use an item without checking the map about how it is
supposed to work.

## Changelog

🆑
refactor: Refactored navigational beacons, making them constructable,
deconstructable, and generally easier to use
/🆑
2023-04-10 09:14:50 -07:00
..